ryanrybot's Forum Posts

  • I believe it's not temporarily leaving Dev Mode that wipes your system, it's when you want to remove Dev Mode from your xbox.

  • I think the puzzles are great but if you could add some 'juice' it would make the game really pop.

    Effects like screen shake and bigger sound effect when a shape hits the bottom surface, and some kind of effect for when you complete a puzzle, like perhaps some chunky particles and a chime sound effect or something. Don't be afraid to try something extreme. then pull back if you need to. Sometimes the bigger effects are the most satisfying.

    Here's an article that might explain more, if you aren't familiar with the juice concept.

    http://blog.gameanalytics.com/blog/sque ... esign.html

    Also, I forgot to mention that some of your background elements are muddying up your foreground. Sometimes it's hard to read exactly what's what, especially once you start introducing the more transparent shapes.

  • I really enjoyed this game, and played all 30 levels.

    There were a few cases where the shapes didn't reset back to their original positions after a failed attempt, but other than that the levels progressed at an unfrustrating pace, and I never felt the game was unfair.

    Correct me if I'm wrong, I did find the stars at the bottom don't really made sense. They seemed to be tied to how many shapes you get correct, but since you have to get all the shapes correct to pass the level, you automatically get all the stars. Maybe if stars were more timer based on how quickly you can solve the puzzle, or how many attempts it takes, then you could have levels where you didn't do so well and only got 1 or 2 stars.

    Really good game though, I am quite impressed with the amount of thought that went into the puzzles.

  • Looks great! Love the presentation!

    It definitely has that Combat for Atari vibe, but with crazy effects and colours.

    Good luck with the Greenlight.

  • Are you thinking of something that would dump everything in memory between loading layouts?

    I was under the impression that everything that would not be needed for the next layout was purged.

  • Yeah! I read about that a while back. I am interested however on whether or not this will make it possible/easier to get a game on XBLA.

    I brought it up more as a way you can test your game without having to compile it as a UWP.

    Also, I know that when the dev mode is fully released you will only have access to 1GB of system memory, which seems like a real let down.

    Oh well, it will be interesting to see what comes of it. I'm sure it wouldn't take much to get C2 games running on the console, as it's essentially a mid-grade PC running windows 10.

  • Slightly off topic, you can play games through the Xbox One's browser, as long as your game is set up to use a gamepad. All the buttons are mapped correctly and performance is pretty good.

    Just input the URL in the browser and the game runs much like it would on PC.

  • Could you post your capx or your a picture of your events? There's probably just a small error in the logic.

  • I have to say that it's really looking incredible. The way the colours change based on the time of day, while a simple effect, adds a lot to the overall mood of the game. Great job!

  • Hi! Welcome to the community!

    A good place to start would be a beginners tutorial that will show you the basics.

    https://www.scirra.com/tutorials/37/beg ... onstruct-2

    After you are comfortable with that, there are plenty more great tutorials on the site.

    https://www.scirra.com/tutorials/top

    ...and the manual has a lot of useful information too.

    https://www.scirra.com/manual/1/construct-2

    I hope that helps. Have fun!

  • I've got bored tonight and made some kind of streaming waterfall...

    https://youtu.be/LouoJ_oR0zw

  • I started making some kind of streaming waterfall type of thing...

    https://youtu.be/LouoJ_oR0zw

  • You've done some pretty impressive work, although I would be cautious about it looking so much like Luftrausers.

  • The size of sprite really depends on the platform your game is for, and type of game.

    You can get away with having smaller sprites on PC than console because you are closer to the screen and can clearly see more of the smaller details, making the smaller sprites easier to see. UI elements are another thing that is generally smaller on PC, as the small text is almost unreadable on console but perfectly fine on PC.

    As for game type, fighting games tend to favour larger sprites because the backgrounds are usually not important, but seeing the minute details in the character is.

    For a platform game, knowing what is coming and having time to react is more beneficial, so the characters are smaller and the environment takes priority.

    Handheld games tend to have a smaller screen and less resolution, so the characters are slightly larger than they would be for a given game type, which makes it easier to see the characters moving around.

    A method I use is to take a screenshot of a game of the same type and platform that I am making, measure things like hud elements and character sizes, and use that as a base measurement for my game. You can take some creative liberties of course, but usually those sizes feel pretty good.

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  • I don't believe you even need to set up a variable, just making it (dt*random(20,200)) should work.